Pass the information, not just the conclusion.

AObserveOne visible detail
DescribeGive a landmark
BConfirmRepeat it back
ActOne agreed change
Feedback:Report the result and swap the speaker when needed.
A recommended communication loop for either player, not a fixed assignment of game abilities.

One player does not have to know the whole solution to contribute a useful detail. Describe something your partner can compare with their own view. Start with its position relative to a landmark, then its distinguishing shape or state. Ask the partner to repeat the relevant detail before acting.

  • Instead of an order: explain the observation that led to it.
  • Instead of several changes: agree one action, then report the result.
  • Instead of assuming agreement: ask what the partner sees now.

What has been announced about the tools?

A suited explorer stands beside a large panel of distinct symbols and circular controls in a pink-lit corridor.
Describe a visible shape and its position before assuming your partner uses the same name. This scene is not a button-order solution.

The official overview gives each explorer a walkie-talkie and a distinct tool. The developer interview gives examples such as creating boxes or platforms and pulling objects. Those examples explain the cooperative premise; they do not establish the controls or a permanent A/B ability assignment.

The official description introduces puzzles involving time, gravity and space. Prepare to compare what each side sees and what changed after an action. Do not turn a general ability description into a room solution.

For the voice link itself, the developer has described a radio display and proximity communication. The voice feedback guide separates those cues from ordinary microphone/output checks.

Agree what “left” means before using it.

Two explorers stand on differently oriented surfaces in a long industrial corridor.
Different orientations make a shared landmark more useful than an unqualified “left” or “up.”

Choose a doorway, panel or other visible landmark as the reference. Then say which side of that reference you mean. If the partner cannot find the same landmark, describe a second feature before adding more directions.

The scene shows differently oriented surfaces; it does not tell you which button changes gravity, which explorer controls it or how a specific room is solved. Use the image to understand the communication problem, not to guess an interaction.

Reset the conversation without restarting the puzzle.

  1. Stop giving new actions.Each player names what they currently see and what changed last.
  2. Separate observation from theory.“This changed” and “I think we need this” are different statements. Let your partner confirm the observation first.
  3. Choose one uncertainty.Ask the smallest question that would change the next action, rather than repeating every detail at once.
  4. Try one agreed step.Report the result, even if nothing happened. A failed expectation is useful context for the next exchange.

If the problem is hearing the exchange rather than understanding it, run the sound-path checks. If you are still preparing to play, start with the two-player checklist.

Further reading